Not without breaking the exterior (nonvalve) models dow to their source, importing them into a 3d editor, editing the bone structures and meshes, reskinning them, exportiong them to Valve Source, converting the skins to valve VTF and VTM format, then recompiling the model. (This is the Simple answer, the process is quite involved!!)

Not without breaking the exterior (nonvalve) models dow to their source, importing them into a 3d editor, editing the bone structures and meshes, reskinning them, exportiong them to Valve Source, converting the skins to valve VTF and VTM format, then recompiling the model. (This is the Simple answer, the process is quite involved!!)

Holy crap. Do you think just using garry's mod would be easier? or would that be a hassle as well?

The process of importing models is pretty much the same for both... you might be better off sticking with a modeling program like 3ds/blender/maya unless you commit to learning the source engine conversion process.

The process of importing models is pretty much the same for both... you might be better off sticking with a modeling program like 3ds/blender/maya unless you commit to learning the source engine conversion process.

Wow, that's insane. I'm guessing that's the same for even the levels that you would have convert to source and all that? Where would I go to learn to do that?

For maps, I believe the only (most practical) way to do it is using hammer editor. Though there are cases ( if the set you wanna animate on is small) that you can just import the scene as a regular model and film on it. (keep in mind the polygon and size limit, if any).